It is May 15th, time for the Open Beta release!
Just to reiterate some important information:
Do not be mistaken as this is NOT the actual Beta release. Before we can release beta in full, we need feedback. Following this build, there will be subsequent builds to add other game pieces/maps for testing and bug fixes. We have disabled all private server hosting. With this, we have designated server hosts that will run beta test servers for the duration of this public beta test.

Do not be mistaken as this is NOT the actual Beta release. Before we can release beta in full, we need feedback. Following this build, there will be subsequent builds to add other game pieces/maps for testing and bug fixes. We have disabled all private server hosting. With this, we have designated server hosts that will run beta test servers for the duration of this public beta test. These servers are dedicated to beta testing and will be watched over by the hosts' admins. Also, there will be an official bug report thread so that we can get constant feedback. It cannot be stressed enough that this is not a full release, but a restricted beta test build to allow the Developers to restrict the content being tested and get quick feedback.

Besides the ModDB download, we also host a .torrent file, for those of you who prefer this type of distribution: Torrent

While that is downloading, I am sure you will be nearly jumping out of your seat with anticipation. Please relax, take a deep breath, and peruse through the in game screen shots and change log below.

Change Log:

Completely rewritten code

! New grenade system that utilizes one button. The longer the button is held, the farther it will be thrown. Burns the fuse simultaneously. This is still a work in progress.

! New ironsighting method. Click once to ironsight, hold to supersight. To simulate holding of breath, the longer this button is held, the worse weapon sway up to the sway of standard ironsights.

! New Allied player model and skin.

! New menu visuals including a new main menu background, new MOTD, new Team Selection screen, and new Squad Selection team. (A Map info panel will be added later)

! New or tweaked sounds for almost everything.

! New loading screen system. Loading screens are still being made to fit the new system, so some are unreadable at this point.

! New tip system for loading screens. Loads tips from a translatable file. Able to include button binds. See "rnl/scripts/loading/loading_english.txt" for the syntax and examples

! New objective and task system. Allows for parent objectives comprised of multiple tasks. The objective is taken when all tasks are completed.

! New destruction tasks. Along with this, new Allied and Axis explosives added to the new Engineer class.

! New mapping entities to encompass the completely rewrite and the new objective system. See the Wiki for details.

! New map overview script. See the official maps and associated scripts for examples.

! New map-specific squad scripting system. Allows for more control for the mapper. Each script more easily determines the makeup of each squad and what equipment each class carries. See official maps and associated scripts for examples.

Added the ability to reload a garand in mid-clip accompanied by a new animation.

Added the ability for deployed MGs to look around themselves by using the "+alt1" command. Bound to ALT by default.

Added the ability to ditch MGs while undeploying for fast getaways. Just drop the weapon while undeploying.

Added the Engineer class. (See new destruction tasks above)

Added the Radioman class. [Non-functional] (See known issues below)

Added the Browning Automatic Rifle as a per-map replacement for the Browning .30 Cal MG. (Determined by map scripts)

Added the M1 Carbine as the primary weapon for the Engineer and Radioman classes.

Added the ability to drop clips (or boxes) of ammunition for each weapon. (.30 Cal and G43 are using temporary placeholders)

Updated St Côme du Mont for the new mapping entities as well as encompassing visual upgrades, bug fixes, and slight gameplay tweaks.

Updated Ardennes for the new mapping entities as well as encompassing visual upgrades, bug fixes, and a completely gameplay overhaul.

Updated MG firing to tweak things like recoil.

Updated the skin of the MG42.

Changed leg-damage to also reduce the maximum stamina a player can have.

Changed the map to be a panel shown by holding down the button bound to "+showmap" rather than a model and animation.

Across-game visual upgrades via new models and textures, and the new effects from the OrangeBox engine.

Known Issues List:

Missing G43 models. K98 serving as a temporary placeholder until G43 can be finished.

Along with the above issue, G43 midclip reload leads to the gun getting "stuck" temporarily because K98 doesn't have a mid-clip reload animation.

Higher pinged players may experience animation glitches.

On dedicated servers, weapon animations may behave weirdly on first few seconds of spawning. Switching weapons seems to fix it.

Downloaded the .rar, when you put it in the mod folder be sure to name the folder RnLBeta or else you won't find servers. What did you do from alpha to beta that makes the guns lag when free looking, and even worse when iron sights? The pistols were the worse when ironing. I couldn't test it anymore with that many problems just trying to aim.

Ported to Orange Box. There seems to be major issues with prediction, whether it is because of the way the RnL code works or the OB prediction system having issues ( even in the clean SDK code ) I couldn't say. Unfortunately it doesn't look like it'll be getting fixed any time soon.

I don't understand why RnL is so heavily impacted by this issue, but other games are not. How does Valve get around this? They must know about it and have a fix, because none of their games have these problems.

Great job with everything. So far, I've noticed the issues that were already stated in the changelog (like the glitchy ironsight animations and getting stuck on places you're climbing.)

One thing I'm not sure was mentioned was the menus. For some reason, my resolution of 1360x768 seems to misplace everything. It's like my screen was moved up half-inch to an inch.

Effects such as the vignette effect during ironsight doesn't seem to look proper...it's like the vignette "box" was also moved up.

But besides the GUI mess up on my wide-screen setup, the game played well. I love the new blood effects.

I also enjoyed the new sounds. They really pack a punch.

Marvelous improvement on the ironsight and nade-cook mechanics.

I think the most memorable aspect of this beta is the voice system. The whole idea of proximity feels so new to me (I've only seen a small scale done on DOD1.3 on the 29th ID server long time ago.) It is just hysterical hearing other players. It also gives the game a deeper depth in realism. It makes me feel like I'm in the game and the new voice features really give this game a visceral experience in terms of strategy and traversing.

Overall, fantastic progress, I hope to see the G43 model soon! Glad you guys added it to balance things out.

Change list looks good, downloading now :)
Will miss the model/anim map - I know the old implementation wasn't perfect but i'm sure you'll crack the projection, attachment, rendering to dynamic texture or w/e method you choose at a later date :)

i tried the earlier version of this mod, and i liked it a lot.
although it was hard to impossible for me to see from a distance who was a axis soldier and who was a friendly one. what made that i was banned for the server, probebly because i did shoot at my own people.
another reason i can't think of, and also was not given.
is there a setting where you can make this difference better seen?

Awesome work, the M1 has a great feeling, graphics improvements looks ok too. The gameplay tweaks are justified, but i don't like the new MG placement system. It's sometimes very hard to set it up on windows or stairs for exemple.